Phaser AE

3D Magic Effects

Pro packv3.0.0-43D3D VFX

Twelve spell effects for fantasy and RPG games in 3D: auras a character wears, the moment of a teleport or a level-up, and circles and runes on the floor. They read as light rather than dust, and each one is a single call.

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Released October 14, 2026 · updated October 20, 2026

3D Magic Effects: a screenshot of its demo
A note about these graphics

Expansion packs don't come with graphics. This screenshot is one way of drawing what the pack does, made for its demo: none of the sprites, tiles or backgrounds in it are in the pack.

That's by design. A pack is a game's logic, mechanics and effects, and it works with whatever art you give it. Some packs draw effects, backdrops or 3D scenes of their own, but none carries a game's sprites.

So the look is yours. Make the art on phaser.io, bring your own, or let your agent draw it in code: the same pack can look like anything.

What it does

The pack registers twelve named effects with the 3D particle system. Spawn one with game.particles3d.effect(name, opts) at a character's feet, or have it follow the character; effects that belong higher, such as the shield bubble, lift themselves so the floor does not cut them in half.

Each effect layers several emitters: a pool of light or a ring on the floor, a body of soft additive light, sparks or stars, and sometimes dark smoke. Colours cool and particles fade over their life, and forces hold the motion in shape: an attract keeps an aura hugging its wearer, a vortex turns a portal, drag and gravity settle the glitter. No effect holds more than about 190 live particles, so an aura on the hero, a curse on the enemy and a portal behind them run happily together.

Features

  • States a character wears — aura, a column of blue light; shield, a glassy bubble; curse, purple wisps sinking from above the head; heal, motes rising from a pool of green light.
  • The big moments — teleport, a white column that flashes up and collapses; buff, a gold ring and streaks up the body; levelUp, a column of gold light that bursts into stars.
  • Marks on the floor — portal, a violet ring in a vortex; rune, bright points turning over a circle; and summonCircle, two rings with rune strokes wheeling between them.
  • Light and pickups — holyLight, a golden shaft pouring onto a spot, and sparkle, a twinkling cloud of star motes at chest height.
  • Timing — timeScale slows or speeds any effect, for a slow-motion teleport.

Good for

  • Action RPGs — buffs, debuffs, heals and level-ups on characters seen from a follow camera.
  • Fantasy adventures — portals, runes and summoning circles at enchanted places.
  • 3D platformers — a sparkle on every pickup and enchanted object.
  • Shrines and holy places — a shaft of light on an altar.

Make it yours

Every effect takes a position or an object to follow, scale, timeScale and a layer. The set is tuned for a character about 1.8 units tall, and scale fits it to anything else: a shield at scale: 1.3 for a bigger bearer. Each effect is a plain Vfx3dDef, so a new spell is a copy: take aura from game.particles3d.defs, give its emitters a red colour ramp and register it with registerVfx3d as a rage aura, or double the rates in a copy of summonCircle for a busier ritual.

A quick look

A portal on the ground, an aura worn by a character and a level-up on demand:

const gate = game.particles3d.effect('portal', { x: 4, y: 0, z: -2, scale: 1.5 });
const aura = game.particles3d.effect('aura', { follow: hero });
const onLevelUp = () => game.particles3d.effect('levelUp', { x: hero.x, y: hero.y, z: hero.z });
gate.stop();   // stop emitting; what is alive finishes

Works with

Good to know

  • The glow casts no light and no shadows: pair an effect with a point light for light on the scene.
  • Forces stay in world axes and particles stay in the world, so a wearer moving fast leaves part of an aura behind.
  • The one-shots end within three seconds; the loops run until they are stopped or killed.

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